Rosa |
That'll do - I suspect gators aren't picky as long as it's moving ans smells vaguely right, at least on the ambush.
It takes a few minutes of looking, but Rosa eventually gathers up a bunch of fish in a cloth sack and quickly tosses the whole thing into the water with the biggest splash she can manage.
Segang |
We seem to be bogged down, and it seems to be at least somewhat a map anomaly. We might need some help moving forward. Is the only way forward to climb down?
Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
I'm sorry ... I posted what Seren is doing before the alligator feeding interrupt. Please have him do it.
Absinthe Mooneyes |
The safest time around sharks is after dumping that chemical into the water that makes them leave in disgust and horror...
Absinthe Mooneyes |
I have no idea what it's called. Shark-B-Gone? I'm pretty sure none of us has any of it, though.
Absinthe Mooneyes |
Nope, there really is such a thing as shark repellent.
Melianthe Ssulissien |
You can milk a flounder to get natural shark repellent. Just dive into the shark infested water, Swim Check, Fort Check, Kn (Nature) Check, Profession (Flounder Catcher), Craft (Poison or Alchemy), avoid sharks during all checks, and then use it on the sharks. Effects last for 1 round. ...or we can try the door.
Absinthe Mooneyes |
"This has just become more challenging," Absinthe sighs. "One has much to learn..."
The tiefling shrugs -- and lowers herself through the hole.
Climb check to get down to the dock: 1d20 + 5 ⇒ (18) + 5 = 23
Moving as quietly as she can so as not to attract the sharks' attention, Absinthe makes her way over to the boat and gauges the big predators' response.
[ooc]Stealth check: 1d20 + 9 ⇒ (10) + 9 = 19.
DM NomadSage |
The door at J6 just opens to a ramp leading up to the loading dock outside... I posted a new map with all the areas exposed.
Moving with careful agility, Seren crawls into the bay and underneath the floor, using the floor beams and rafters for handholds. Once over the walkway, he easily drops down. A patchwork job, the concealed door is more obvious up close.
Absinthe follows, just as easily as Seren. Along the walkway, the sharks make no hostile moves, and seem enamored with their snack.
Absinthe Mooneyes |
Absinthe beckons wordlessly towards the others. She mouths the word 'quietly' at them and draws her rapier, still in silence.
Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
Seren took a rope with him. He'll tie it off as taut as possible.
Segang |
Once the rope is secure Segang will store his weapons and shield and make the climb.
Climb: 1d20 + 6 ⇒ (9) + 6 = 15
Melianthe Ssulissien |
Melianthe pauses at the entrance. "This is insane," she murmurs. She makes her way down the rope slowly and with great trepidation, limbs shaking slightly.
Climb: 1d20 - 1 ⇒ (9) - 1 = 8
Swim: 1d20 - 1 ⇒ (17) - 1 = 16
Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
Seren covers the sharks with his bow. Waiting as the party comes across ready to shoot the first one that moves toward anyone who falls in the water.
DM NomadSage |
Demitri tries to shimmy down Seren's rope, but slips and plunks into the murky water. He flails a moment, trying to swim in his armor, before kicking the floor and realizing the water is only a few feet deep. The sharks remain uninterested, and he is able to scramble over to the walkway.
Rosa and Segang follow with no trouble, but Melianthe suffers the same fate as Demitri. This time, one of the jigsaw sharks flips around and starts towards her.
Seren has his readied action...
Demitri: 1d20 ⇒ 2
Melianthe: 1d20 + 7 ⇒ (5) + 7 = 12
Rosa: 1d20 ⇒ 11
Segang: 1d20 + 2 ⇒ (14) + 2 = 16
Seren: 1d20 + 2 ⇒ (6) + 2 = 8
Jigsaw Shark: 1d20 + 5 ⇒ (19) + 5 = 24
[ooc]Melianthe tactics reroll: 1d20 + 7 ⇒ (6) + 7 = 13
Initiative Order: Seren (readied), Shark [24], Segang [16], Absinthe [14], Melianthe [13], Rosa [11], Demitri [2]
Absinthe Mooneyes |
"Soon won, soon lost," Absinthe says in a philosophical tone. She whips out one of her new darts and sends it hurtling at any part of the shark that is above water and fleshy enough to feel pain.
"One recommends you hurry to shore, sister Mel!"
Ranged attack: 1d20 + 3 ⇒ (11) + 3 = 14. Damage if successful: 1d4 + 1 ⇒ (3) + 1 = 4. I doubt sneak attack damage applies, but if it does: 1d6 ⇒ 6.
Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
Seren fires, hissing [b["Quiet!"[/b]
To hit: 1d20 + 2 ⇒ (14) + 2 = 16
1d6 + 1d6 ⇒ (5) + (5) = 10
Rosa |
Rosa's whip cracks out at the shark's eyes, two quick flicks in rapid succession.
I am assuming the shark is moving in to attack Melianthe and that any sort of 'quiet' is likely to go out the window with the resulting thrashing about. Dirty Trick maneuver with the whip to inflict blindness for one round
CMB: 1d20 ⇒ 16
Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
I'll go ahead and make the assumption that a shark thrashing arpund is a normal sound but people shouting is not.
DM NomadSage |
Round One
Seren's arrow flies true, sinking deep into the shark's exposed back. It continues undeterred, chomping hard into Melianthe's flank. With a splash of bloody water, she gets pulled under.
Shark vs Melianthe: 1d20 + 4 ⇒ (13) + 4 = 17; Damage: 1d6 + 1 ⇒ (6) + 1 = 7
@ Absinthe's turn... any changes for the rest of the round?
Segang |
Round 1, Init 16
Without regard for himself the barbarian jumps into the water pulling his longsword as me moves, trying to interpose himself between Mel and the shark and attacks.
Acrobatics for a jump if needed : 1d20 + 3 ⇒ (11) + 3 = 14
Long Sword - Power Attack: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 5 ⇒ (7) + 5 = 12